Difference between revisions of "IED trap"
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+ | The IED trap explodes in a 5-tile radius shortly after an enemy had walked over it, dealing 50 explosive blunt damage to any body part, has a fair chance to incapacitate and a small chance to kill a pawn. When tripped, it will start emitting a hissing sound hinting enemies to run away and because of the delay, single placings may prove useless but chained each other within blast radius can guarantee effectiveness at an expensive cost (the [[IED incendiary trap]] triggers instantly but deals less damage). Inadvisable to place in the open as animals could trigger. Colonists and friendlies are aware of placed traps and will walk around them, but only if another short route is available. Pawns will not be able to avoid traps placed in a long continuous line, or in choke points like a narrow hallway. A trap is less likely to be triggered by a colonist or friendly (0.4% chance). | ||
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− | + | Placement requires some forethought by guessing positions where the enemies will be either stuck for a couple of seconds such as cover spots and choke points. | |
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[[Category:Security]] | [[Category:Security]] |
Revision as of 13:19, 20 August 2017
IED trap
An artillery shell connected to a homemade trigger. When someone disturbs the trigger, the shell explodes. The improvised trigger has a random delay that might allow a nimble enemy to escape.
Base Stats
- Type
- Security
- Beauty
- -4
- HP
- 40
Building
- Size
- 1
- Placeable
- Yes
The IED trap explodes in a 5-tile radius shortly after an enemy had walked over it, dealing 50 explosive blunt damage to any body part, has a fair chance to incapacitate and a small chance to kill a pawn. When tripped, it will start emitting a hissing sound hinting enemies to run away and because of the delay, single placings may prove useless but chained each other within blast radius can guarantee effectiveness at an expensive cost (the IED incendiary trap triggers instantly but deals less damage). Inadvisable to place in the open as animals could trigger. Colonists and friendlies are aware of placed traps and will walk around them, but only if another short route is available. Pawns will not be able to avoid traps placed in a long continuous line, or in choke points like a narrow hallway. A trap is less likely to be triggered by a colonist or friendly (0.4% chance).
Placement requires some forethought by guessing positions where the enemies will be either stuck for a couple of seconds such as cover spots and choke points.